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Terrell

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Posts posted by Terrell

  1. Would love to see some reactor buff devices geared for the PP in the future. As a support class current reactors are adequate but for solo fighting, I am finding the PP has sever reactor issues.

    As with all clases, some balance must be maintained to keep them from becoming over powered, this I understand. But you have to choose to fire limited numbers of weapons to kill some mobs because the reactor drain imposed by shield charging just devours the reactor.

    5 guns a firing doesn't make a happy reactor.

    Most of your reactor buff devices are going to be geared toward the Jenquai, since Reactors is their thing. JT has a new skill that buffs reactors, and JE have several devices that can be used to buff teammates reactors as well as transfer reactor energy. These things are there so groups have a reason to bring an Explorer or Seeker along. A few of the devices a JE can use to buff your reactor are also useable by a TE (scout) and a few by a PE. The Steingerd's Embrace also gives reactor recharge, and is usable by all races/classes.

    PT does bring the ability to get PM Progen reactors, so that should help a little, but bring a Seeker along, with L7 Reactor Optimization, and have her cast it on you. It'll make your reactor have 25% more cap, and 20% more recharge.

  2. only problem with that is even jenquai usually dont use jenquai shields... I dont think it woudl work, besides terrains dont build reactors, progen dont build engines, and jen dont build shields.

    the one other thing thats a bit unfair to the non tt classes, is that they cant even build stuff from other races (pp cant build jen stuff and js cant build progen stuff) so its one thing they have less builds, but then the builds they do have are limited morso. add the weaker builds of the JS to teh weaker combat support role and the weaker combat solo they are very underpowered right now in every way a trader can be.at least the PP is very effective in combat to make up for the lack of builds so they have one good strength

    Very true, we Jenquai use Terran or Scale shields, until L8 then we use either a Defender's Doumaru (JW), Veiled Oyoroi (JE), or Prototype Sharim Shield (JT), all of which are made by the Mordana, until we find something better. Agreed it would be unfair to both Progen and Terran if the Seeker could build shields.

    Privateer and Seeker cannot build Jenquai & Progen respectively, but both can build Terran. Privateer gets Reactor Build, and L5 Negotiate, Seeker's builds are all covered by Tradesman, but she gets L7 Negotiate.

    Seeker really just needs that something special that puts her over the top. Reactor Optimization, helps there plenty, anyone fighting alongside a Seeker will have any energy problems lessened significantly, if not removed, by the Seeker once she reaches L5 of the skill and can cast it on others. Now for her last skill, she needs something no-one else can do, IMO, as well as something for her Sharim Affiliation skill (L1 skill obtained at OL135).

    I think one of the devs mentioned on the old forums that there was another skill proposed that was awaiting approval for the JT, I think it was either Kenu or Marco, but I'm not sure. I do think they did an excellent job on Reactor Optimization.

    If a Seeker is fighting solo something that can't knock down her shield faster than she can cast Shield Recharge, she more reactor power to re-cast it, than the other Traders. It's a matter of how long can her Jenquai Reactor hold out. Not to mention she'll likely be carrying at least 1 reactor recharge buff of some kind (common JQ buff).

  3. build engines is a waste, totally redundant and not needed in the game... and I cant help but feeling they are gonna be really wimpy and unloved end game with L8 shields... they need to bring more to the party than hull patch and js..

    I want to say that their navigate should increase group speed... but that is more of a small group farming skill than a raid skill...

    I always saw Navigate as more of a getting out of danger skill, both on the JE and the TE (Scout) and as a skill for faster travel. L6 Navigate plus L9 Laz @ 200% quality, means nearly instant warp engage/recovery times. TE still needs to have their Afterburn skill implemented, and probably 1 other skill. I don't think that a Scout would be unloved at all. It has firepower equal to the TT, can kite even better with L7 Navigate, as well as the as of yet implemented Afterburn skill. Scout also has the most options in devices, being able to use both Jenquai & Progen devices, such as a device sold at Jove's that is an activatable recharge reactor device. Said device can be used by the JE and TE, because it's Progen Restricted, Explorers Only.

    Explorers (JE, PE, and TE) can also debuff Explosive with one of the Crimson Megahurtz (JE & TE can also debuff plasma with Chim & Rada respectively), if they max their scan skill, they can not only detect cloaked objects, they can reveal them to all group members. A raid where people need to be able to see cloaked, makes explorer classes more wanted (especially if they make see cloaked devices rare, and require those without the scan skill to group with an explorer or Jenquai to see cloaked).

    IMO with the Scout (the Seeker too) what equipment and skills they can bring to the battle will determine how loved/unloved they are. Having a cool looking ship doesn't hurt either. The Privateer, OTOH, is already viable exactly the way he is, but still should get a unique skill or two.

  4. I prefer to use the race and profession when I'm abbrievating them. JS also means Jumpstart.

    I agree that in Combat support the TT owns among the Traders (also can fight solo via kiting), just being able to both shield recharge and hull patch does make him superior at the Trader role. Then again since he's the pure trader I think he should own when it comes to straight build skills. The Seeker can match the TT on price, on the 4 builds she has, because she has Negotiate 7, like the TT. The PT has access to reactor build, but only has Negotiate 5. (I guess threatening violence isn't as good a negotiating tactic as being nice. That's from the missions to learn Negotiate for PT and JT). The TT can beat the PT on price at building of Comps, Weapons, and Shields.

    I do think that in combat both JE and JW can play support pretty well, though JW can also fight well. All Jenquai can support by debuffing mobs to Plasma, with their chimaera line of devices, and can also use the rada devices (which have the advantage of longer range), they can also blind mobs with a coma device (Jenquai Only), so I do think that the Seeker has some good combat support ability just on the basis of her race, and devices currently available to her. JT also can use the Manticore line of devices to debuff Energy (and the L8 Cobalt Megahurtz) which increases her viablity as a solo combatant and her ablity to support other Jenquai. She has access to debuffers of both Energy & Plasma, something no other Jenquai has (the 2 most useful types of beam damage). JE and JT share the battery bot role, since the JT has the new skill while the JE uses devices.

    I suspect that whatever devices that are added that are Jenquai Only, Tradesman Only, will also help make or break the JT as a class. She already has some useful ones as holdovers from live, that TTs could use, but never really had reason to use, like the Manticore and Cobalt Megahurtz. I suspect that all the new classes have more lovin' to come in the equipment department. (there already is some like the things that Blackbeard drops) A good line of devices that buff Psi Shield that the JT can use, before she gets up to her Sharim Prototype Shield is a good thing. The JW already has such a line of devices, a line for the Seeker with a different more apropriate 2nd buff

    Raising JT's level of cloak equal to the JE would make her a better explorer, but I don't recall using Group Stealth very often in a combat support role, though It can be useful in kiting groups, simply to lower the signatures of wingmen using longer range weapons (but it also means that you're not firing at all). I would think that raising Scan on the JT to L7 would help her in combat support in that she could share scan range like the other Jenquai more so than raising Cloak. Even with the JE having the best scan range of all classes, I know that given Scan 7 would make JW & JT equal and I'm sure a group of people wouldn't mind having the JT's scan range (like every Terran or Progen that's not in the profession of explorer), Scan range buffs are commonplace among Jenquai. All Jenquai can use the Sextans device to improve scan range, the JW also has the Telescopium device, perhaps the JT should get her own version of a scan buff device.

    What I wonder is how the JT can best help with that last skill. Things covered already in combat support include but aren't limited to.

    • Battery Bot: Both JE and JT. JE via devices, JT via skill.
    • Debuff Plasma: All Jenquai & Terrans Chimaera & Rada, Jenquai have more options.
    • Blind Enemies: All Jenquai can do this with the Coma line of devices.
    • Debuff Energy: All Traders can do this, but Seeker finds this most useful due her use of beams. (Manticore, Cobalt Megahurtz)
    • Extend Scan Range: JE/JW with Scan 7 automatically apply scan buffs to all group (share scan range) JT is limited to Sextans, and any other activatable buff
    • Share See Cloaked: Sentinel, Scout, & Seeker. (Seeker has worst scan range of the 3)
    • Buff Deflects: All Explorers, via GETCo devices, plus JE's Environment Shield.
    • Recharge Shields: All Traders
    • Patch Hulls: Tradesman & Scout
    • Debuff Chemical: All Progen & JE (devices from healing the shear for JE)
    • Debuff Psionic: TT & JE (TT has better options here, JE device too energy hungry)
    • Debuff Explosive: Explorers (all 3) have most options, everyone else can use Taniwah's pride or Zenri Force Matrix
    • Med Evac: JW
    • Crowd Control: JE and JW through Fold Space, JW through Summon.
    • Repair Equipment: PW, TW, JW.

    I see things in there that Seeker can do, but she doesn't stand out at any of them, and in some of the things she shares with other classes others do it better. Perhaps there needs to be something new that players couldn't do before to help combat groups for the Seeker. Needs to be something useful enough to get a Seeker to come along, but must also not be overpowered. The big advantage I see off hand, is that a Seeker can both use and debuff 2 useful types of damage without needing rare items to do so.

    I'm not really sure what they could best do to help a group, that's not covered by this.

    A way to slow or interfere with weapon or skill use of adversaries coule enhance a group's surviviblity, but I think that Hacking & Biorepression do, or at least should do this at least to a degree. (Also doesn't seem apropriate to Jenquai)

    A skill that can take a mob out of the fight is already covered by JE's compulsory contemplation, though it's limited very much by reactor drain, and inability to move or damage mob without breaking effect.

    How can a Seeker think her way through a fight? How can that be applied to another skill? How would such skill be useful to a group, and give them the need for a Seeker that's not covered better by another class? Not really sure how this is best done. Any ideas?

  5. LOL. It might just be... In Live, the Manes were always a nasty bunch.

    - Marco

    Manes were a pain, especially for JEs, but they were beatable, even for a JE that had 2 Pitt Sr and a Ruby Disruptor. The biggest pain from the perspective of a JE was that I could never use my Ghost's Edge Energy beams (which had nice buffs to cloak, reactor, and scan) while mining in places guarded by Manes, because my weapons actually healed the high level ones, and the lower level ones were immune.

    If you had plasma beams, in Live, or other plasma weapons, they were quite beatable. Soloed the L56 Brilliant Manes (as well as the L51 Splended Manes, and L53 Scintillating Manes) in Live multiple times using my JE. Did it with Beams, did it with Projectiles, did not use cloak-fire-cloak tactics (would have resulted in death) used keep my distance, low sig (0.1), coma, chili-popper, ahd frequent use of the Fold Space skill. Worked fine so long as I didn't get Menaced into another mob.

    IMO Manes strengths

    Energy Immunity

    Healed by Energy at high levels

    Menace (the CL56 could)

    Usually Orefield guardians, so their most likely opponents were explorers.

    Manes' Weaknesses

    Poor Scan range (their biggest weakness IMO, and why I could kill them with a JE)

    Only moderate in terms of speed

  6. First Thanks to the Developers for the JT's new skill, Reactor Optimization. I like it plenty so does my JT. Being able to use this skill will make JT's IMO more welcome in a group, and I do find that she fights solo pretty well given her race & profession. Being able to buff her reactor, means she can cast her other skills more, and being that Jenquai are all skill dependent in combat, IMO more power makes the class more viable. With the new skill I'd give the JT a 5 of 5 on Energy in stats, making her equal to the JE in terms of energy efficiency.

    The new skill leaves the JT only 1 skill short of the JW and JE. Any thoughts as to what her last skill should be? IMO whatever last unique skill she gets it should be raised on Explore Levels. Since JT has an Explorer component, being that she was born a Jenquai, she should have at least 1 skill that requires her to attain EL45 to max. The Defender's Scan skill and his Fold Space skill require EL45 to max, while JW's Cloak only requires EL25 because it's capped at 5. JW has 3 skills that are levelled up based on EL, JT has 2. JT's Cloak & Scan skills are maxed out at L5 and can be maxed with EL25. Not sure what her last skill should be, but I hope that it's as good as Reactor Optimization, and is based on Explore level. IMO the Seeker has no wasted skills, thank you devs.

  7. I agreed with everything not quoted above, but...

    TT's couldn't build devices? huh? They could. So could JD's (fuzzy on that one). I remember build devices being on both of those classes, making a total of four (TT, PS, JE, JD) that could build devices, with the TT at the best advantage of being able to build all things (including their own components) EXCEPT reactors. Terrans also seem to have better luck with the "Race A Only" stuff as I recall - as long as it wasn't "Terran Restricted" or a Reactor it could be analyzed by a TT.

    According to these two links, this is correct:

    http://www.earthandbeyond.ca/community/coolstuff/enbplaner/defender.html

    http://www.earthandbeyond.ca/community/coolstuff/enbplaner/trader.html

    You are correct of the 6 classes from live the only ones who couldn't build devices were the Progen Warrior & the Terran Enforcer. Add the Progen Privateer and there are only 3 classes that cannot build devices.

  8. Scouts don't get L9 shields, they get L9 Devices and Engines, L8 Reactors & Sheilds. At this time they also get Navigate equal to the JE, L7. Scouts also get L5 Scan, and since they're Explorers, they get a base scan range of 5.0. With Max Scan Scout's scan range is equal to Sentinel's, before buffs, and both are second only to the JE in scan range (before buffs).

  9. You're missing Shield Leech, also JE only gets Fold Space to L5. L7 Fold Space is JW only. I would recommend at least L3 in both Fold Space and Environment Shield on any JE. E-Shield raises your deflects by 10 and at L3 makes you immune to environmental damage, while L1 and 2 only half environemntal damage, when it works properly Fold Space (L3) can be used to separate mobs.

    When it's fixed to work properly, L3 Fold Space will teleport an enemy that's within 5.5K of you in the direction you are facing. There are a few enemies that are immune to Fold Space, mostly in Ardus. The tactic for a JE to use Fold Space to separate mobs is to go within 5.5K of a group of mobs, pick one, turn your back to the group, and press L3 Fold Space. Unless the Mob resists this will put the mob approx 5K in front of you, cloak close, and attack, or if you want it further away from it's allies, close some then Teleport it away some more. Any mob you use Fold Space on will aggro, some mobs will have their buddies aggro as well, it depends on the mob.

    If you're post 150 and decide to max Projectiles (after you max beams), Fold Space becomes more useful for Kiting tactics. Sure PLs only go to L8 and don't do as much damage as Beams when attacking up close from combat cloak, but if you get a HoDo reactor (fishbowl), you can attack from nearly 7K away with a pair of Ninja's Shurikens, and a More Value PL Type Zet. This means that for at least some mobs, you can inflict damage while being outside of their range to return fire, if you want even more room for error use a Coma to blind the mob's scanners first (wait till Coma hits before firing). In Live there was a patch that added distance penalties on Beams, such that they would only do their full damage if used at less than 50% range, and at max range would only do 50% damage, Projectiles suffer from no such penalty. If you choose to use PLs you're trading away some reactor performance and damage, for greater ability to kite, with more room for error. IMO while situational, PLs are useful on a JE, but you should max your beams first, and use overflow points for PLs. If you wish to use PLs on a Jenquai, you must get a PL range extender to make it worthwhile.

    Edit: Removed reference to 5th Vector Reactor, HoDo has superior cap and recharge to 5th Vector according ot Slayerman's database. 5th Vector is still a viable option for players who would use Projectiles on a Jenquai, but both HoDo and 5th Vector are inferior to Cygnus 9 in recharge. 5th Vector is inferior to Cygnus 9 in both cap and recharge, but Cyg 9 cannot buff Projectile Range.

    As a JE you want to get your signature as low as possible regardless of which weapon you use, whenever you're mining, or fighting. Mob detection, at least in Live, worked by adding the mob's scan range, to your signature. If the sum of those 2 numbers was equal to or greater than your distance from the mob, the mob sees you (unless you're cloaked, and the mob is unable to detect cloaked objects). It also means that the mob can fire upon you if within it's weapon range. Mobs cannot fire beyond their range to detect you, even if their weapon has a longer range than their ability to detect you, because they cannot see what they're shooting at. This makes both having a low sig, and using a Coma valuable to any Jenquai, especially the JE.

    Don't even consider using a high sig engine on a JE for anything other than travelling long distances. If you're doing trade runs, or after the terminals are added, jobs, then is the time to use that high warp engine that's also a big "shoot me" sign. Otherwise use a Mercurius/Halley/Trifid until you can get something better.

    As a Jenquai regardless of class you want to use Gallina/Draco/Cygnus reactors for combat or mining, while using a Kraken or Unicorn for travel. Unless you have something better, or for a specific situation.

    On Devices you want a Sculptor whenever you're mining, any Reactor buffs you can get, as well as a Harpy to speed up your tractor beam. If you can get a Golden Tooth it replaces the Harpy and the Sculptor. You want a Chimaera for whenever you're going to fight anything, while using Plasma beams, but if you're using Energy theres no point in using one. You want an Ivory Ward and a Tolerance (or a dense bullyware chitin), together those 2 devices raise all your deflects to +30. A Coma device is also useful for blinding mobs, and has a longer range of effect than the chim. A Hercules device improves your E-Shield skill (keeps it up longer before it drops), E-Shield is useful in combat if only for the deflects, at higher levels, it can put energy in your reactor and cause feedback damage to any enemy attcking you unless that enemy is using Energy (it's not much but every little bit helps) it (Hercules device) also at higher levels gives device damage control (your devices are less likely to lose structure/quality when you take hull damage but the protection isn't perfect so still be careful). If you know what type of damage your enemies use, you can bring one of the various GETCo "Animal Skin" devices (so can the other explorers), and use them to buff yourself and your groupmates against those types of damage. JE can also make themselves useful to groups with devices that transfer reactor energy to groupmates, it's also recommended that you get a Blood of the Dragon built (reactor recharge activated) and if you want to do balm runs get a Power Augmenter L9 (increase reactor cap/activated) Of course a Seeker can also make herself useful with max Reactor Optimization since that has the same effect as a BoTD and a Power Augmenter 9. I don't know if those devices and the JT's skill will stack but if they do, it would make a JE/JT combination very useful to any group as battery bots.

    When Lyle McDonald's missions for JE/PE are implemented you want to do them. You will need max prospect to complete the mission but along the way you will get a device called Loony's Spcial Gizmoblatsit. It's very useful for both JE and PE, it improves your scan range, reduces your signature, speeds up your tractor beam, and lengthens your tractor beam. Don't mistake it for a Progen Gene-Map and space it, they looked the same in Live. It's an irreplacable device, and in live it was given out at 200% quality. You'll want to use this device whenever you're mining, but I personally wouldn't take it to raids since if it's trashed you can't replace it or repair it. Any other combat where you don't expect to be taking hull damage frequently, I would recommend using it. If you have a zero sig engine, like a Solar Sail, you can get your sig down to 0.1 using this device. Lyle also gives you a Loony's Hunk O'Metal which is useful for warp travel because it stacks with boht a Laz/RR+ as well as a Unicorn reactor. (Don't mistake this device for debris and space it) It's buffs are Additive Turbo Warp, both equip and activated. Completion of the mission gives you the choice of 1 of the 3 following devices, Chili-Popper (debuffer useful in combat, and what I chose in Live), Tail Tucker (return to GoH.), and 1 other device. I think the third device to choose from was White Lightnin' (reduced cost for freewarping), but I'm not sure.

    When you reach L8 shields, after the Mordana are added, get a TT to build you a Veiled Oyoroi shield, with max Prospect, and this shield you get the skill up to the cap. (Prospect can be buffed beyond L7, just not raised by skill points). This shield also buffs your scan range, reactor cap and has the commonplace Improved Cloaking buff. This shield eliminates the need for a Sculptor or any other Improve Prospect device. You still should carry a harpy when mining unless you have something else with Fast Tractor Beam.

    On Weapons, you will often want to equip Plasma beams and a Chimaera (debuffs plasma), When Mining you will commonly come across Manes in orefields. Energy beams are useless against them and in some cases actually heal high level Manes. Voltoi are also immune to Energy so if you're mining in Antares, equip plasma. Both enemies have the same weakness, they're not very fast, and they have fairly poor scan range. If you have a reasonably low sig and wish to attack one, you can get in Coma range, decloaked, without them seeing you, (unless their scanners have been improved over what they were in Live). Coma is a fairly long range device it's range is either 4.0 or 4.5 at L8, I forget which. Coma will aggro the mob, so don't use it if you don't intend to fight. You will find you have far more choices in Energy beams than Plasma beams as a JE, and you will often find that Plasma beams are usually more useful than energy beams, especially since a JE can easily debuff plasma.

  10. Seekers can also build Devices. Seekers get L7 Negotiate, rather than L5, at this time.

    Reactor Optimization is an active skill that makes your reactor cap higher, and makes it recharge faster. First 4 levels can be cast only on Skill User, L5+ can be cast on others at this time. Max level allows you to increase a player's reactor cap by 25% and recharge by 20%.

    Seekers also have L5 Scan skill. Of the classes with an Explorer component, they have the least scanner range before buffs. In terms of scan range the classes are as follows, when scan is maxed. Jenquai Explorer > Progen Sentinel/Terran Scout> Jenquai Defender > Jenquai Seeker > Everyone Else.

  11. There's one other run I might mention that should be of interest, particularly at the lower levels.

    The Paper Boy routes.

    Run the News between Net-7 in Saturn, and Earth Station where you pick up the Earth Updates and return.

    Also, Net-7 in Saturn to Sommerled Station in New Edinburgh, return with News Updates from there also.

    There are a couple of others, that run longer distances, but those two help generate money quickly especially for lower leveled characters.

    Once again, a little each way on a fast run makes money faster than 1 better paying run over a much longer distance.

    BBW doesn't save that much time, does it?

    Your mileage may vary.

    Paul

    Elo, Elotrader, Elojd

    Without good RD faction it saves a little time on the trip from Fenris to Somerled. (you can go to Paramis, then BBW, then Inverness, to get to New Edinburgh, rather than Jot, Freya, Saturn, Glenn, & Carpenter to get there all except Carp are fairly big trips between gates you do have to be careful at Inverness gate) If you have good RD faction then it saves plenty of time.

    Bad RD Faction. Somerled to Fenris

    Somerled > New Edinburgh > Glenn > Saturn > Akeron's Gate > Freya > Jotenheim > Odin Rex > Odin's Belt > Muspelheim > Aragoth Prime > Valkrye Twins > Fenris > Fenris Prime Observatory.

    Good RD Faction Somerled to Fenris.

    Somerled > New Edinburgh > Inverness > Smuggler's Run > Muspelheim > Aragoth Prime > Valkrye Twins > Fenris > Fenris Prime Observatory.

    (in the reverse if you have good RD to go from Fenris to Somerled.)

    I would think that if you have good RD it would save plenty of time. The problem at this time, without the job terminals, is getting your RD faction up, without hurting yourself with other factions. Particularily the 9 playable classes. The way back in live to do it fastest, was to job your PW and PE until they were maxed, say doing jobs between Endriago and Tarsis. Then go to the Nav Construct Area, in Primus, and kill the low level drones by the hundreds, keeping an eye on your Sentinel/Warrior faction, and jobbing again until they were up. When RD reached +2000 you could use their gates. My Progen Sentinel got into BBW this way, at a relatively low level, even at Sunset, she could really just use it for shortcut purposes as her shelds/guns weren't big enough to handle the L48-L56 Manes guarding the best orefields, nor was her reactor strong enough to mine there effectively.

    I agree that lower level trade runs that are short distances will produce money relatively fast, however, as your TL goes up, you should go to bigger runs for more Trade XP per good. IMO, start with the paper route between N7 and F7, when the experience starts to fall off noticably, switch to the Spice Run between Somerled & Prasad, and after around TL35 or so, Fenris-Somerled. (Your mileage may vary, as I think chars that can negotiate, get good XP out of those trade runs for longer, they definitely get more profits),

  12. Easiest thing to do is get a TT to rip the phos from "Nova JumpCore XS" level 2 components.

    Grab about 35 of them cause dismantle is not always 100% return, and pay some TT to rip them down.

    Mining for the ores is a long process indeed.

    Have to agree, but it doesn't have to be a TT, a Progen Privateer or Jenquai Seeker, can also rip it for you.

  13. k there are a couple that I know of first somerlad prasad and back

    in somerlad buy spice and carry it to prasad then buy Jen weapons tech and carry it to somerlad

    the other trade route from somerlad that I know of is somerlad to fenris prime observatory but I havent found the commodities because of the distances involved I havent bothered

    hoping this helps

    For Somerled to Fenris, Buy Research Equipment at Somerled from Jess Edarte, and take it to Fenris, at Fenris buy Nanobots. On the way back to Somerled when you reach Odin Rex, go to Paramis, and take Paramis to Blackbeard's Wake, to Inverness, to shorten the trip a little. (If you have good RD faction then just use Smuggler's Run at Inverness & Muspelheim.)

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